This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
353 lines
7.5 KiB
C++
353 lines
7.5 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
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* \ingroup blroutines
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*/
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#include "GPU_glew.h"
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#include "MEM_guardedalloc.h"
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#include "KX_BlenderCanvas.h"
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#include "DNA_screen_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_windowmanager_types.h"
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#include "BKE_image.h"
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#include <assert.h>
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#include <iostream>
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extern "C" {
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#include "WM_api.h"
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#include "wm_cursors.h"
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#include "wm_window.h"
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}
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KX_BlenderCanvas::KX_BlenderCanvas(wmWindowManager *wm, wmWindow *win, RAS_Rect &rect, struct ARegion *ar) :
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m_wm(wm),
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m_win(win),
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m_frame_rect(rect)
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{
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// initialize area so that it's available for game logic on frame 1 (ImageViewport)
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m_area_rect = rect;
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// area boundaries needed for mouse coordinates in Letterbox framing mode
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m_area_left = ar->winrct.xmin;
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m_area_top = ar->winrct.ymax;
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m_frame = 1;
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glGetIntegerv(GL_VIEWPORT, (GLint *)m_viewport);
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}
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KX_BlenderCanvas::~KX_BlenderCanvas()
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{
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}
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void KX_BlenderCanvas::Init()
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{
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glDepthFunc(GL_LEQUAL);
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}
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void KX_BlenderCanvas::SwapBuffers()
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{
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wm_window_swap_buffers(m_win);
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}
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void KX_BlenderCanvas::SetSwapInterval(int interval)
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{
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wm_window_set_swap_interval(m_win, interval);
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}
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bool KX_BlenderCanvas::GetSwapInterval(int &intervalOut)
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{
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return wm_window_get_swap_interval(m_win, &intervalOut);
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}
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void KX_BlenderCanvas::GetDisplayDimensions(int &width, int &height)
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{
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wm_get_screensize(&width, &height);
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}
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void KX_BlenderCanvas::ResizeWindow(int width, int height)
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{
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// Not implemented for the embedded player
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}
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void KX_BlenderCanvas::SetFullScreen(bool enable)
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{
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// Not implemented for the embedded player
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}
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bool KX_BlenderCanvas::GetFullScreen()
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{
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// Not implemented for the embedded player
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return false;
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}
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bool KX_BlenderCanvas::BeginDraw()
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{
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// in case of multi-window we need to ensure we are drawing to the correct
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// window always, because it may change in window event handling
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wm_window_make_drawable(m_wm, m_win);
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return true;
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}
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void KX_BlenderCanvas::EndDraw()
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{
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// nothing needs to be done here
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}
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void KX_BlenderCanvas::BeginFrame()
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{
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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}
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void KX_BlenderCanvas::EndFrame()
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{
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glDisable(GL_FOG);
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}
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void KX_BlenderCanvas::ClearColor(float r,float g,float b,float a)
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{
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glClearColor(r,g,b,a);
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}
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void KX_BlenderCanvas::ClearBuffer(int type)
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{
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int ogltype = 0;
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if (type & RAS_ICanvas::COLOR_BUFFER )
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ogltype |= GL_COLOR_BUFFER_BIT;
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if (type & RAS_ICanvas::DEPTH_BUFFER )
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ogltype |= GL_DEPTH_BUFFER_BIT;
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glClear(ogltype);
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}
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int KX_BlenderCanvas::GetWidth(
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) const {
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return m_frame_rect.GetWidth();
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}
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int KX_BlenderCanvas::GetHeight(
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) const {
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return m_frame_rect.GetHeight();
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}
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int KX_BlenderCanvas::GetMouseX(int x)
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{
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int left = GetWindowArea().GetLeft();
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return x - (left - m_area_left);
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}
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int KX_BlenderCanvas::GetMouseY(int y)
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{
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int top = GetWindowArea().GetTop();
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return y - (m_area_top - top);
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}
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float KX_BlenderCanvas::GetMouseNormalizedX(int x)
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{
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int can_x = GetMouseX(x);
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return float(can_x)/this->GetWidth();
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}
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float KX_BlenderCanvas::GetMouseNormalizedY(int y)
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{
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int can_y = GetMouseY(y);
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return float(can_y)/this->GetHeight();
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}
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RAS_Rect &
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KX_BlenderCanvas::
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GetWindowArea(
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) {
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return m_area_rect;
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}
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void
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KX_BlenderCanvas::
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SetViewPort(
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int x1, int y1,
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int x2, int y2
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) {
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/* x1 and y1 are the min pixel coordinate (e.g. 0)
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* x2 and y2 are the max pixel coordinate
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* the width,height is calculated including both pixels
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* therefore: max - min + 1
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*/
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int vp_width = (x2 - x1) + 1;
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int vp_height = (y2 - y1) + 1;
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int minx = m_frame_rect.GetLeft();
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int miny = m_frame_rect.GetBottom();
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m_area_rect.SetLeft(minx + x1);
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m_area_rect.SetBottom(miny + y1);
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m_area_rect.SetRight(minx + x2);
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m_area_rect.SetTop(miny + y2);
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m_viewport[0] = minx+x1;
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m_viewport[1] = miny+y1;
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m_viewport[2] = vp_width;
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m_viewport[3] = vp_height;
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glViewport(minx + x1, miny + y1, vp_width, vp_height);
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glScissor(minx + x1, miny + y1, vp_width, vp_height);
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}
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void
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KX_BlenderCanvas::
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UpdateViewPort(
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int x1, int y1,
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int x2, int y2
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) {
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m_viewport[0] = x1;
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m_viewport[1] = y1;
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m_viewport[2] = x2;
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m_viewport[3] = y2;
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}
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const int*
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KX_BlenderCanvas::
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GetViewPort() {
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#ifdef DEBUG
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// If we're in a debug build, we might as well make sure our values don't differ
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// from what the gpu thinks we have. This could lead to nasty, hard to find bugs.
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int viewport[4];
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glGetIntegerv(GL_VIEWPORT, viewport);
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assert(viewport[0] == m_viewport[0]);
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assert(viewport[1] == m_viewport[1]);
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assert(viewport[2] == m_viewport[2]);
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assert(viewport[3] == m_viewport[3]);
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#endif
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return m_viewport;
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}
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void KX_BlenderCanvas::SetMouseState(RAS_MouseState mousestate)
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{
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m_mousestate = mousestate;
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switch (mousestate)
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{
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case MOUSE_INVISIBLE:
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{
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WM_cursor_set(m_win, CURSOR_NONE);
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break;
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}
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case MOUSE_WAIT:
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{
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WM_cursor_set(m_win, CURSOR_WAIT);
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break;
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}
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case MOUSE_NORMAL:
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{
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WM_cursor_set(m_win, CURSOR_STD);
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break;
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}
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default:
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{
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}
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}
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}
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// (0,0) is top left, (width,height) is bottom right
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void KX_BlenderCanvas::SetMousePosition(int x,int y)
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{
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int winX = m_frame_rect.GetLeft();
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int winY = m_frame_rect.GetBottom();
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int winH = m_frame_rect.GetHeight();
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WM_cursor_warp(m_win, winX + x, winY + (winH-y));
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}
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/* get shot from frontbuffer sort of a copy from screendump.c */
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static unsigned int *screenshot(ScrArea *curarea, int *dumpsx, int *dumpsy)
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{
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int x=0, y=0;
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unsigned int *dumprect= NULL;
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x= curarea->totrct.xmin;
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y= curarea->totrct.ymin;
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*dumpsx= curarea->totrct.xmax-x;
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*dumpsy= curarea->totrct.ymax-y;
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if (*dumpsx && *dumpsy) {
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dumprect= (unsigned int *)MEM_mallocN(sizeof(int) * (*dumpsx) * (*dumpsy), "dumprect");
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glReadBuffer(GL_FRONT);
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glReadPixels(x, y, *dumpsx, *dumpsy, GL_RGBA, GL_UNSIGNED_BYTE, dumprect);
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glFinish();
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glReadBuffer(GL_BACK);
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}
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return dumprect;
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}
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void KX_BlenderCanvas::MakeScreenShot(const char *filename)
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{
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ScrArea area_dummy= {0};
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unsigned int *dumprect;
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int dumpsx, dumpsy;
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area_dummy.totrct.xmin = m_frame_rect.GetLeft();
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area_dummy.totrct.xmax = m_frame_rect.GetRight();
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area_dummy.totrct.ymin = m_frame_rect.GetBottom();
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area_dummy.totrct.ymax = m_frame_rect.GetTop();
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dumprect = screenshot(&area_dummy, &dumpsx, &dumpsy);
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if (!dumprect) {
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std::cerr << "KX_BlenderCanvas: Unable to take screenshot!" << std::endl;
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return;
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}
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/* initialize image file format data */
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Scene *scene = WM_window_get_active_scene(m_win);
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ImageFormatData *im_format = (ImageFormatData *)MEM_mallocN(sizeof(ImageFormatData), "im_format");
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if (scene)
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*im_format = scene->r.im_format;
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else
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BKE_imformat_defaults(im_format);
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/* save_screenshot() frees dumprect and im_format */
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save_screenshot(filename, dumpsx, dumpsy, dumprect, im_format);
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}
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